Bonsai Posted August 18, 2014 Share Posted August 18, 2014 Hey, this isn't a real suggestion, I'm just wondering why there is only a vehicle collision event for client side? I have no idea about this MTA internal stuff so I don't know what might prevent such an event for server. Bonsai Link to comment
MIKI785 Posted August 18, 2014 Share Posted August 18, 2014 Server simply doesn't know about this stuff afaik, client does because it streams it, it can "see" it. Server has just positions, just numbers and stuff like that.. You can do it yourself though, simply use triggerServerEvent. Link to comment
Bonsai Posted August 19, 2014 Author Share Posted August 19, 2014 You can do it yourself though, simply use triggerServerEvent. Yeah, I once tried that, but it gets screwed up by laggy players. Like, if this event is triggered for you when you hit another vehicle, it doesn't mean its triggered for the other player either. Therefore, its complicated. Link to comment
eAi Posted August 19, 2014 Share Posted August 19, 2014 That's basically the same reason that it's not built in. The MTA server doesn't know anything about the collision data for the vehicles or the world, so it can't do server-side collision detection (as most other real-time multiplayer games would do). To implement server-side physics we'd have to extract all of the collision data from GTA and make our own perfect copy of the physics engine. Even if we could do this technically (it would be very hard) it would infringe R*'s copyright to include the GTA collision meshes with the MTA installer. Link to comment
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